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Mengyuan Liu

Publications and source records attributed to Mengyuan Liu.

At least 91 records · Page 5Linked to original sources

Explore Human Parsing Modality for Action Recognition

Multimodal-based action recognition methods have achieved high success using pose and RGB modality. However, skeletons sequences lack appearance depiction and RGB images suffer irrelevant noise due to modality limitations. To address this, we introduce human parsing feature map as a novel modality, since it can selectively retain effective semantic features of the body parts, while filtering out most irrelevant noise. We propose a new dual-branch framework called Ensemble Human Parsing and Pose Network (EPP-Net), which is the first to leverage both skeletons and human parsing modalities for action recognition. The first human pose branch feeds robust skeletons in graph convolutional network to model pose features, while the second human parsing branch also leverages depictive parsing feature maps to model parsing festures via convolutional backbones. The two high-level features will be effectively combined through a late fusion strategy for better action recognition. Extensive experiments on NTU RGB+D and NTU RGB+D 120 benchmarks consistently verify the effectiveness of our proposed EPP-Net, which outperforms the existing action recognition methods. Our code is available at: https://github.com/liujf69/EPP-Net-Action.

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Explore In-Context Learning for 3D Point Cloud Understanding

With the rise of large-scale models trained on broad data, in-context learning has become a new learning paradigm that has demonstrated significant potential in natural language processing and computer vision tasks. Meanwhile, in-context learning is still largely unexplored in the 3D point cloud domain. Although masked modeling has been successfully applied for in-context learning in 2D vision, directly extending it to 3D point clouds remains a formidable challenge. In the case of point clouds, the tokens themselves are the point cloud positions (coordinates) that are masked during inference. Moreover, position embedding in previous works may inadvertently introduce information leakage. To address these challenges, we introduce a novel framework, named Point-In-Context, designed especially for in-context learning in 3D point clouds, where both inputs and outputs are modeled as coordinates for each task. Additionally, we propose the Joint Sampling module, carefully designed to work in tandem with the general point sampling operator, effectively resolving the aforementioned technical issues. We conduct extensive experiments to validate the versatility and adaptability of our proposed methods in handling a wide range of tasks.

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GCNext: Towards the Unity of Graph Convolutions for Human Motion Prediction

The past few years has witnessed the dominance of Graph Convolutional Networks (GCNs) over human motion prediction.Various styles of graph convolutions have been proposed, with each one meticulously designed and incorporated into a carefully-crafted network architecture. This paper breaks the limits of existing knowledge by proposing Universal Graph Convolution (UniGC), a novel graph convolution concept that re-conceptualizes different graph convolutions as its special cases. Leveraging UniGC on network-level, we propose GCNext, a novel GCN-building paradigm that dynamically determines the best-fitting graph convolutions both sample-wise and layer-wise. GCNext offers multiple use cases, including training a new GCN from scratch or refining a preexisting GCN. Experiments on Human3.6M, AMASS, and 3DPW datasets show that, by incorporating unique module-to-network designs, GCNext yields up to 9x lower computational cost than existing GCN methods, on top of achieving state-of-the-art performance.

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Dynamic Dense Graph Convolutional Network for Skeleton-based Human Motion Prediction

Graph Convolutional Networks (GCN) which typically follows a neural message passing framework to model dependencies among skeletal joints has achieved high success in skeleton-based human motion prediction task. Nevertheless, how to construct a graph from a skeleton sequence and how to perform message passing on the graph are still open problems, which severely affect the performance of GCN. To solve both problems, this paper presents a Dynamic Dense Graph Convolutional Network (DD-GCN), which constructs a dense graph and implements an integrated dynamic message passing. More specifically, we construct a dense graph with 4D adjacency modeling as a comprehensive representation of motion sequence at different levels of abstraction. Based on the dense graph, we propose a dynamic message passing framework that learns dynamically from data to generate distinctive messages reflecting sample-specific relevance among nodes in the graph. Extensive experiments on benchmark Human 3.6M and CMU Mocap datasets verify the effectiveness of our DD-GCN which obviously outperforms state-of-the-art GCN-based methods, especially when using long-term and our proposed extremely long-term protocol.

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Dynamic Compositional Graph Convolutional Network for Efficient Composite Human Motion Prediction

With potential applications in fields including intelligent surveillance and human-robot interaction, the human motion prediction task has become a hot research topic and also has achieved high success, especially using the recent Graph Convolutional Network (GCN). Current human motion prediction task usually focuses on predicting human motions for atomic actions. Observing that atomic actions can happen at the same time and thus formulating the composite actions, we propose the composite human motion prediction task. To handle this task, we first present a Composite Action Generation (CAG) module to generate synthetic composite actions for training, thus avoiding the laborious work of collecting composite action samples. Moreover, we alleviate the effect of composite actions on demand for a more complicated model by presenting a Dynamic Compositional Graph Convolutional Network (DC-GCN). Extensive experiments on the Human3.6M dataset and our newly collected CHAMP dataset consistently verify the efficiency of our DC-GCN method, which achieves state-of-the-art motion prediction accuracies and meanwhile needs few extra computational costs than traditional GCN-based human motion methods.

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A Single 2D Pose with Context is Worth Hundreds for 3D Human Pose Estimation

The dominant paradigm in 3D human pose estimation that lifts a 2D pose sequence to 3D heavily relies on long-term temporal clues (i.e., using a daunting number of video frames) for improved accuracy, which incurs performance saturation, intractable computation and the non-causal problem. This can be attributed to their inherent inability to perceive spatial context as plain 2D joint coordinates carry no visual cues. To address this issue, we propose a straightforward yet powerful solution: leveraging the readily available intermediate visual representations produced by off-the-shelf (pre-trained) 2D pose detectors -- no finetuning on the 3D task is even needed. The key observation is that, while the pose detector learns to localize 2D joints, such representations (e.g., feature maps) implicitly encode the joint-centric spatial context thanks to the regional operations in backbone networks. We design a simple baseline named Context-Aware PoseFormer to showcase its effectiveness. Without access to any temporal information, the proposed method significantly outperforms its context-agnostic counterpart, PoseFormer, and other state-of-the-art methods using up to hundreds of video frames regarding both speed and precision. Project page: https://qitaozhao.github.io/ContextAware-PoseFormer

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RenderIH: A Large-scale Synthetic Dataset for 3D Interacting Hand Pose Estimation

The current interacting hand (IH) datasets are relatively simplistic in terms of background and texture, with hand joints being annotated by a machine annotator, which may result in inaccuracies, and the diversity of pose distribution is limited. However, the variability of background, pose distribution, and texture can greatly influence the generalization ability. Therefore, we present a large-scale synthetic dataset RenderIH for interacting hands with accurate and diverse pose annotations. The dataset contains 1M photo-realistic images with varied backgrounds, perspectives, and hand textures. To generate natural and diverse interacting poses, we propose a new pose optimization algorithm. Additionally, for better pose estimation accuracy, we introduce a transformer-based pose estimation network, TransHand, to leverage the correlation between interacting hands and verify the effectiveness of RenderIH in improving results. Our dataset is model-agnostic and can improve more accuracy of any hand pose estimation method in comparison to other real or synthetic datasets. Experiments have shown that pretraining on our synthetic data can significantly decrease the error from 6.76mm to 5.79mm, and our Transhand surpasses contemporary methods. Our dataset and code are available at https://github.com/adwardlee/RenderIH.

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Regress Before Construct: Regress Autoencoder for Point Cloud Self-supervised Learning

Masked Autoencoders (MAE) have demonstrated promising performance in self-supervised learning for both 2D and 3D computer vision. Nevertheless, existing MAE-based methods still have certain drawbacks. Firstly, the functional decoupling between the encoder and decoder is incomplete, which limits the encoder's representation learning ability. Secondly, downstream tasks solely utilize the encoder, failing to fully leverage the knowledge acquired through the encoder-decoder architecture in the pre-text task. In this paper, we propose Point Regress AutoEncoder (Point-RAE), a new scheme for regressive autoencoders for point cloud self-supervised learning. The proposed method decouples functions between the decoder and the encoder by introducing a mask regressor, which predicts the masked patch representation from the visible patch representation encoded by the encoder and the decoder reconstructs the target from the predicted masked patch representation. By doing so, we minimize the impact of decoder updates on the representation space of the encoder. Moreover, we introduce an alignment constraint to ensure that the representations for masked patches, predicted from the encoded representations of visible patches, are aligned with the masked patch presentations computed from the encoder. To make full use of the knowledge learned in the pre-training stage, we design a new finetune mode for the proposed Point-RAE. Extensive experiments demonstrate that our approach is efficient during pre-training and generalizes well on various downstream tasks. Specifically, our pre-trained models achieve a high accuracy of \textbf{90.28\%} on the ScanObjectNN hardest split and \textbf{94.1\%} accuracy on ModelNet40, surpassing all the other self-supervised learning methods. Our code and pretrained model are public available at: \url{https://github.com/liuyyy111/Point-RAE}.

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Double-chain Constraints for 3D Human Pose Estimation in Images and Videos

Reconstructing 3D poses from 2D poses lacking depth information is particularly challenging due to the complexity and diversity of human motion. The key is to effectively model the spatial constraints between joints to leverage their inherent dependencies. Thus, we propose a novel model, called Double-chain Graph Convolutional Transformer (DC-GCT), to constrain the pose through a double-chain design consisting of local-to-global and global-to-local chains to obtain a complex representation more suitable for the current human pose. Specifically, we combine the advantages of GCN and Transformer and design a Local Constraint Module (LCM) based on GCN and a Global Constraint Module (GCM) based on self-attention mechanism as well as a Feature Interaction Module (FIM). The proposed method fully captures the multi-level dependencies between human body joints to optimize the modeling capability of the model. Moreover, we propose a method to use temporal information into the single-frame model by guiding the video sequence embedding through the joint embedding of the target frame, with negligible increase in computational cost. Experimental results demonstrate that DC-GCT achieves state-of-the-art performance on two challenging datasets (Human3.6M and MPI-INF-3DHP). Notably, our model achieves state-of-the-art performance on all action categories in the Human3.6M dataset using detected 2D poses from CPN, and our code is available at: https://github.com/KHB1698/DC-GCT.

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Facial Prior Based First Order Motion Model for Micro-expression Generation

Spotting facial micro-expression from videos finds various potential applications in fields including clinical diagnosis and interrogation, meanwhile this task is still difficult due to the limited scale of training data. To solve this problem, this paper tries to formulate a new task called micro-expression generation and then presents a strong baseline which combines the first order motion model with facial prior knowledge. Given a target face, we intend to drive the face to generate micro-expression videos according to the motion patterns of source videos. Specifically, our new model involves three modules. First, we extract facial prior features from a region focusing module. Second, we estimate facial motion using key points and local affine transformations with a motion prediction module. Third, expression generation module is used to drive the target face to generate videos. We train our model on public CASME II, SAMM and SMIC datasets and then use the model to generate new micro-expression videos for evaluation. Our model achieves the first place in the Facial Micro-Expression Challenge 2021 (MEGC2021), where our superior performance is verified by three experts with Facial Action Coding System certification. Source code is provided in https://github.com/Necolizer/Facial-Prior-Based-FOMM.

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Graph-Guided MLP-Mixer for Skeleton-Based Human Motion Prediction

In recent years, Graph Convolutional Networks (GCNs) have been widely used in human motion prediction, but their performance remains unsatisfactory. Recently, MLP-Mixer, initially developed for vision tasks, has been leveraged into human motion prediction as a promising alternative to GCNs, which achieves both better performance and better efficiency than GCNs. Unlike GCNs, which can explicitly capture human skeleton's bone-joint structure by representing it as a graph with edges and nodes, MLP-Mixer relies on fully connected layers and thus cannot explicitly model such graph-like structure of human's. To break this limitation of MLP-Mixer's, we propose \textit{Graph-Guided Mixer}, a novel approach that equips the original MLP-Mixer architecture with the capability to model graph structure. By incorporating graph guidance, our \textit{Graph-Guided Mixer} can effectively capture and utilize the specific connectivity patterns within human skeleton's graph representation. In this paper, first we uncover a theoretical connection between MLP-Mixer and GCN that is unexplored in existing research. Building on this theoretical connection, next we present our proposed \textit{Graph-Guided Mixer}, explaining how the original MLP-Mixer architecture is reinvented to incorporate guidance from graph structure. Then we conduct an extensive evaluation on the Human3.6M, AMASS, and 3DPW datasets, which shows that our method achieves state-of-the-art performance.

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Learning Snippet-to-Motion Progression for Skeleton-based Human Motion Prediction

Existing Graph Convolutional Networks to achieve human motion prediction largely adopt a one-step scheme, which output the prediction straight from history input, failing to exploit human motion patterns. We observe that human motions have transitional patterns and can be split into snippets representative of each transition. Each snippet can be reconstructed from its starting and ending poses referred to as the transitional poses. We propose a snippet-to-motion multi-stage framework that breaks motion prediction into sub-tasks easier to accomplish. Each sub-task integrates three modules: transitional pose prediction, snippet reconstruction, and snippet-to-motion prediction. Specifically, we propose to first predict only the transitional poses. Then we use them to reconstruct the corresponding snippets, obtaining a close approximation to the true motion sequence. Finally we refine them to produce the final prediction output. To implement the network, we propose a novel unified graph modeling, which allows for direct and effective feature propagation compared to existing approaches which rely on separate space-time modeling. Extensive experiments on Human 3.6M, CMU Mocap and 3DPW datasets verify the effectiveness of our method which achieves state-of-the-art performance.

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Integrating Human Parsing and Pose Network for Human Action Recognition

Human skeletons and RGB sequences are both widely-adopted input modalities for human action recognition. However, skeletons lack appearance features and color data suffer large amount of irrelevant depiction. To address this, we introduce human parsing feature map as a novel modality, since it can selectively retain spatiotemporal features of the body parts, while filtering out noises regarding outfits, backgrounds, etc. We propose an Integrating Human Parsing and Pose Network (IPP-Net) for action recognition, which is the first to leverage both skeletons and human parsing feature maps in dual-branch approach. The human pose branch feeds compact skeletal representations of different modalities in graph convolutional network to model pose features. In human parsing branch, multi-frame body-part parsing features are extracted with human detector and parser, which is later learnt using a convolutional backbone. A late ensemble of two branches is adopted to get final predictions, considering both robust keypoints and rich semantic body-part features. Extensive experiments on NTU RGB+D and NTU RGB+D 120 benchmarks consistently verify the effectiveness of the proposed IPP-Net, which outperforms the existing action recognition methods. Our code is publicly available at https://github.com/liujf69/IPP-Net-Parsing .

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Interactive Spatiotemporal Token Attention Network for Skeleton-based General Interactive Action Recognition

Recognizing interactive action plays an important role in human-robot interaction and collaboration. Previous methods use late fusion and co-attention mechanism to capture interactive relations, which have limited learning capability or inefficiency to adapt to more interacting entities. With assumption that priors of each entity are already known, they also lack evaluations on a more general setting addressing the diversity of subjects. To address these problems, we propose an Interactive Spatiotemporal Token Attention Network (ISTA-Net), which simultaneously model spatial, temporal, and interactive relations. Specifically, our network contains a tokenizer to partition Interactive Spatiotemporal Tokens (ISTs), which is a unified way to represent motions of multiple diverse entities. By extending the entity dimension, ISTs provide better interactive representations. To jointly learn along three dimensions in ISTs, multi-head self-attention blocks integrated with 3D convolutions are designed to capture inter-token correlations. When modeling correlations, a strict entity ordering is usually irrelevant for recognizing interactive actions. To this end, Entity Rearrangement is proposed to eliminate the orderliness in ISTs for interchangeable entities. Extensive experiments on four datasets verify the effectiveness of ISTA-Net by outperforming state-of-the-art methods. Our code is publicly available at https://github.com/Necolizer/ISTA-Net

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A Gated Cross-domain Collaborative Network for Underwater Object Detection

Underwater object detection (UOD) plays a significant role in aquaculture and marine environmental protection. Considering the challenges posed by low contrast and low-light conditions in underwater environments, several underwater image enhancement (UIE) methods have been proposed to improve the quality of underwater images. However, only using the enhanced images does not improve the performance of UOD, since it may unavoidably remove or alter critical patterns and details of underwater objects. In contrast, we believe that exploring the complementary information from the two domains is beneficial for UOD. The raw image preserves the natural characteristics of the scene and texture information of the objects, while the enhanced image improves the visibility of underwater objects. Based on this perspective, we propose a Gated Cross-domain Collaborative Network (GCC-Net) to address the challenges of poor visibility and low contrast in underwater environments, which comprises three dedicated components. Firstly, a real-time UIE method is employed to generate enhanced images, which can improve the visibility of objects in low-contrast areas. Secondly, a cross-domain feature interaction module is introduced to facilitate the interaction and mine complementary information between raw and enhanced image features. Thirdly, to prevent the contamination of unreliable generated results, a gated feature fusion module is proposed to adaptively control the fusion ratio of cross-domain information. Our method presents a new UOD paradigm from the perspective of cross-domain information interaction and fusion. Experimental results demonstrate that the proposed GCC-Net achieves state-of-the-art performance on four underwater datasets.

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Part Aware Contrastive Learning for Self-Supervised Action Recognition

In recent years, remarkable results have been achieved in self-supervised action recognition using skeleton sequences with contrastive learning. It has been observed that the semantic distinction of human action features is often represented by local body parts, such as legs or hands, which are advantageous for skeleton-based action recognition. This paper proposes an attention-based contrastive learning framework for skeleton representation learning, called SkeAttnCLR, which integrates local similarity and global features for skeleton-based action representations. To achieve this, a multi-head attention mask module is employed to learn the soft attention mask features from the skeletons, suppressing non-salient local features while accentuating local salient features, thereby bringing similar local features closer in the feature space. Additionally, ample contrastive pairs are generated by expanding contrastive pairs based on salient and non-salient features with global features, which guide the network to learn the semantic representations of the entire skeleton. Therefore, with the attention mask mechanism, SkeAttnCLR learns local features under different data augmentation views. The experiment results demonstrate that the inclusion of local feature similarity significantly enhances skeleton-based action representation. Our proposed SkeAttnCLR outperforms state-of-the-art methods on NTURGB+D, NTU120-RGB+D, and PKU-MMD datasets.

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PoseFormerV2: Exploring Frequency Domain for Efficient and Robust 3D Human Pose Estimation

Recently, transformer-based methods have gained significant success in sequential 2D-to-3D lifting human pose estimation. As a pioneering work, PoseFormer captures spatial relations of human joints in each video frame and human dynamics across frames with cascaded transformer layers and has achieved impressive performance. However, in real scenarios, the performance of PoseFormer and its follow-ups is limited by two factors: (a) The length of the input joint sequence; (b) The quality of 2D joint detection. Existing methods typically apply self-attention to all frames of the input sequence, causing a huge computational burden when the frame number is increased to obtain advanced estimation accuracy, and they are not robust to noise naturally brought by the limited capability of 2D joint detectors. In this paper, we propose PoseFormerV2, which exploits a compact representation of lengthy skeleton sequences in the frequency domain to efficiently scale up the receptive field and boost robustness to noisy 2D joint detection. With minimum modifications to PoseFormer, the proposed method effectively fuses features both in the time domain and frequency domain, enjoying a better speed-accuracy trade-off than its precursor. Extensive experiments on two benchmark datasets (i.e., Human3.6M and MPI-INF-3DHP) demonstrate that the proposed approach significantly outperforms the original PoseFormer and other transformer-based variants. Code is released at \url{https://github.com/QitaoZhao/PoseFormerV2}.

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Modiff: Action-Conditioned 3D Motion Generation with Denoising Diffusion Probabilistic Models

Diffusion-based generative models have recently emerged as powerful solutions for high-quality synthesis in multiple domains. Leveraging the bidirectional Markov chains, diffusion probabilistic models generate samples by inferring the reversed Markov chain based on the learned distribution mapping at the forward diffusion process. In this work, we propose Modiff, a conditional paradigm that benefits from the denoising diffusion probabilistic model (DDPM) to tackle the problem of realistic and diverse action-conditioned 3D skeleton-based motion generation. We are a pioneering attempt that uses DDPM to synthesize a variable number of motion sequences conditioned on a categorical action. We evaluate our approach on the large-scale NTU RGB+D dataset and show improvements over state-of-the-art motion generation methods.

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